- New race/difficulty selection dialog. This will also display the map objectives and any special bonuses or penalties associated with the chosen difficulty level.- Play as any race!- Lower difficulty levels will respawn your reaper if he dies, with a time penalty.- Only on the highest difficulty will you lose by accumulating too many minerals. (Other difficulties will still warn you to pay more attention to your macro.)- Gain extra time by building an expansion! (You can only do this once.)- The island reaper is no longer affected by terran upgrades. Any reapers you build can be upgraded, though.- On lower difficulty levels, your reaper gains bonuses to his speed and hp.- Many, many bugfixes and general polishing.

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Timer will roll to the greatest possible unsigned valueon normal difficulty if your reaper dies while you haveless than 3 minutes. I guess that same on easy difficultyif the reaper dies and the players has less than a minuteleft.

I have a few issues with this map. The text isn't working. So the text on the start menu buttons is jipperish. And I keep losing before the timer is done for some reason, it's always around the 6 minute mark. The armor upgrade isn't working for the reaper? -otherwise cool map, I just don't have any chance of completing it at this moment, which sucks. And also, a random button would be cool aswell, since I play random on the ladders.

Ya gotta set it to faster. There's a couple different ways of doing it. Here's one:

Go into the map, hit triggers (f6 or the triggers button or whatever). Under the events folder, find "Map Initialization" on the left. In the list of Events that appear on the right, find and click "Game" under "Actions". The data that you can modify will appear below. On the 2nd line, "Speed: Fast", double click it and set it to "Faster". Save the map. You'll never have to do it again.

Riley this is a great map and I really do hope that you continue to update it. Haven't seen an update in a few days, now.

I was thinking about the mineral limit a bit more, and I think that a good solution to implement in place of it ending the game immediately would be to have it take away a large percentage of your resources (similar to my suggestion below for multiplayer).

If you have one expansion and you go above 500 minerals, it would reduce your resource count to 100/100, OR a slightly smaller penalty, and also reduce your current maximum supply by one supply unit's worth (an overlord, supply depot, pylon). When you get an expansion, raise the limit and maybe the penalty.

You could do something similar with the Reaver when it dies. Ultimately, reducing the player's resources has the same effect as shortening the game, but it allows the player to play through the full scenario. You would want to add a penalty counter UI box to allow the player to judge their progress.

Also, on harder difficulties, two reavers on two islands would be pretty sweet. Random Zealot spawning intervals, and more than one at a time on harder difficulty levels would be great additions, too.

1) I added 3 larvae for spawning Zerg players, but they're not attached to the hatchery. It's annoying, but it allows me to do my proper build order. I end up binding all three to a control group and adjusting them later after they're spawned as my first three drones (which is actually kinda nice to get my APM going, but it's not realistic). If you can get this working seamlessly it would really help Zerg players out.

2) This is more of a release request, since we can't play multi player custom maps in the beta, but multiplayer versions of this map would be killer. I could see maybe extending the size of some of the ladder maps and having two "Islands" off to the side (one for each player) where they micro their Reaver against the Zealots.

In this scenario, I could see having a much bigger risk / reward for the Reaver dying / killing Zealots. Perhaps for each Reaver killed, you gain 25 minerals and 10 gas, adding as much for each 5th killed (so 50 minerals, 20 gas after the 5th - adjust as necessary). If you allow your Reaver to die, half of your current resources are taken away. There would be an announcement if a Reaver is killed, kind of like a Nuke / Nydus Worm, mocking the player that got their Reaver killed.

I can't think of anything else right now, but this thing rocks. I can tell that I'm already looking at the minimap more often and that my useful APM has risen.

hmm i continue to try to fix my problem! and i know what doesnt work! but im not sure how to fix that :D! i can open the map with every launcher! but the problem is that triggers dont work! even if i try to change unit with editor the units will stay same! i can place units and play! but ai wont move.. bechause there is no trigger named start melee ai for all computers!

That's intended. The AI won't build anything or send attack waves; it'll just defend if you send anything in range. The idea is that you need to macro up an army big enough to defeat their defenses while at the same time microing your reaper.

One of the things I'm working on for the next version is for the AI to send attack waves against your base on the higher difficulties. It's a little tricky because only the "Very Easy" AI is currently in the game, which is so pathetic it's not even worth bothering enabling it. So at this point I need to create triggers to manually spawn attack waves at various timers.

OMG i really got frustrated couse my macro seems to sux, was about to clear the terran base and......505 MINERALS!!!It's good to see you keep improving this game, i ll try normal difficulty now to relax a bit :D

hello... i have a problem! i use three diferend launchers.. but none seems to work! i tried to use old lazy and i downloaded new lazy which is able to chose a race... i also use one other launcher! when is start the game a normal melee map it puts me od left down corner and my units aint on map and i cant see anythinghelp me!thank you :)